Rank: Legendary 2 Advances Left:
Race: True Atlantean
Iconic Framework: Shifter
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d6 (d12+1), Vigor d6
Pace: 6 (8 in armor); Parry: 5; Toughness: 22 (10) MDC; Strain: 0
Skills:
- • Academics d6
• Athletics d6
• Battle d8
• Common Knowledge d6
• Fighting d6
• Language (Atlantean; Native) d8
• Language (American/Trade 4; Native) d8
• Language (Spanish; Native) d8
• Notice d8
• Occult d12
• Persuasion d6- -1 Disconnected (While in social situations involving those not immersed in the occult)
• Spellcasting d12 (+2 from Enchanted Ankh)
• Stealth d6
- • Better living through Alchemy: True Atlanteans gain one die to Spirit and Vigor. This increases those Traits' maximum by one as well. True Atlanteans also do not age at the normal rate after they become 25 years old. They can live 500 years or more.
• Bind the Summoned: A Shifter can bind summoned beings to his service for an extended period of time. She does this by reducing her maximum PPE by the amount needed to originally cast summon ally . The creature remains bound to his service until released or Incapacitated (in either case, the creature returns to its home dimension). Shifters may only have one bound entity per Rank (5). For example, a Seasoned Shifter could have two summoned allies, each costing 4 PPE to summon, bound to him; his maximum PPE is reduced by 8 until he releases them or they are Incapacitated. Once the creatures are released, the Shifter recovers PPE normally. Bound allies are treated as if summoned with a raise, granting them the Resilient ability . When used in combination with Magic Rituals, Shifters ignore up to four points of arcane skill roll penalties for Improved Duration.
• Command: +1 to Extras’ Shaken recovery rolls in Command Range.
• Communication Rift: Shifters can open micro-Rifts across space and dimensions, just large enough to send and receive spoken messages. Near a nexus point or on a ley line the cost is 15 PPE, away from a site of power it is 50 PPE. By concentrating for a full round and succeeding on a Spellcasting roll the Shifter reaches a known location in his dimension (no penalty) or a known target dimension (−2 penalty). The micro-Rift lasts one minute per Rank of the Shifter, who now counts as having visited the target destination for use of Dimensional Portal and similar abilities . Random dimensions may be contacted this way, which is how power hungry Shifters get in communication with (and sometimes dominated by) monstrous evils .
• Dimension Sense: With a successful Spellcasting roll, a Shifter can determine a wealth of information about a dimension he is in or views through a Rift (even a micro-Rift). Such information might include: environmental conditions, whether magic poor or rich, if there's a temporal shift, whether it is a parallel dimension or the same one as Rifts Earth (plus general distance away), if there is a strong supernatural presence on the other side, and similar relevant information .
• Dimensional Teleport Home: Once per day and for 25 PPE, a Shifter can teleport himself home regardless of distance . Only the Shifter, his carried gear, and a possible familiar are moved this way—power modifiers cannot be used in conjunction with this ability . Being able to Dimensional Teleport means Shifters are sorely tempted to explore new worlds and dimensions, often heedless of danger .
• Elementalist: When using summon ally the hero may choose to use the following ally chart instead. With a Critical Failure the creature roams our plane of existence until destroyed or banished; roll on the Reaction Table to determine its initial attitude.- 2 PPE: Minor Faerie Folk (A&M)
4 PPE: Minor Elemental (TLFM)
8 PPE: Major Elemental (TLFM)
• Familiar Link (Princessa, Griffon): Familiars start each session with one Benny, share Bennies with their master per the Common Bond Edge, and may Advance. The player controls the familiar just like any other ally, though it may occasionally cause trouble by getting captured, stumbling into danger, etc. The player should be aware that this Edge will sometimes act as a Hindrance! Both the familiar and master get a free reroll to resist puppet. The familiar can’t speak. It and the mage communicate via mind link with unlimited range—even across dimensions — and by concentrating (no other actions possible) the master may experience the creature’s senses as his own. Any magic spells the master casts on himself effect the familiar as well. If the familiar dies see TLFM p. 12).
• Ley Line Phasing: The Shifter may take a full round to concentrate (taking no other actions, not even free actions), and on the next round can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Shifter must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Shifter has a full night’s rest. Ley Line Phasing cannot be used to transport others.
• Ley Line Gate: The Shifter can carry up to her Smarts die in passengers when she phases to another location on the line. Carrying passengers, even just one, imposes an additional −2 penalty to her Vigor check to resist Fatigue.
• Ley Line Magic Mastery: Shifters add two dice to their pool when rolling for available PPE, see Ley Line Energy (TLPG p. 124).
• Magical Mastery: As a Shifter, Krysesia has Master of Magic, Power Points, Rapid Recharge, Improved Rapid Recharge, New Powers (twice), and the Wizard Edges. The shifter can spend 1 extra PPE to change a spell’s Trapping. Further, when she casts summon ally successfully, she automatically gains the raise effect.
• One with Magic: Due to her long exposure and acceptance of magical energies, Krysesia has begun transforming. Most recently her mastery of magic has completed a transformation enabled by her use of ancient secrets of the True Atlanteans. She is considered a creature of magic, has slow regeneration normally, and fast regeneration on a ley line. She also begins aging only one year for every five. Her body transforms, infused with arcane energies granting +4 MDC natural Armor (stacks with both worn MDC body armor and the protection power). She has also learned to use her temporal speed ability as instinctively as breathing.
• Psychotically Brave: Shifters become — for better or for worse — progressively jaded to the supernatural. As a Legendary Shifter, Krysesia gains +5 to Fear checks and −5 from Fear Table results.
• Sense Ley Lines and Rifts: Krysesia can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense Rifts or dimensional anomalies within 50 miles as well as direction, type, and general location. If on a ley line, Shifters can sense Rifts anywhere along the line's length.
• Shift Reality: Shifters get a free reroll (can't reroll Critical Failures) on Spellcasting rolls related to: banish, boost/lower Trait, drain Power Points, illusion, intangibility, invisibility, light/darkness, sloth/speed, sound/silence, summon ally, teleport, and +4 to open, close, or manipulate Rifts (see Characters, Ley Lines, and Rifts in the Game Master’s Handbook) and Dimensional Portals (effectively ignoring the base penalty, see B&B page 29). - 2 PPE: Minor Faerie Folk (A&M)
- • Heroic (Major): She sees herself as one of the last great hopes to save the Megaverse.
• Loyal (Minor): She is true to her companions and would never leave one behind.
• Vow (Minor): She has vowed to hunt and kill any vampires she sees.
• In the Thick of It (Duty to the Megaverse): Due to your penchant to take insane risks and generally be in the thick of it, you simply make a habit of being in just the wrong place at the wrong time. This hero is hit by adjacent fire (using the Innocent Bystander rules) on a 1-2 for single-shot weapons, and a 1-3 for shotguns or full-auto fire.
• Duty to Clan Skellian: Saving the megaverse comes second only to saving the Clan and their secret home. This counts as a Major Vow.
• Cannot Be Transformed: They may not use any power that physically changes the shape of the wielder. Similarly, they cannot be turned into vampires.
• History Writ In Blood: In conflicts with Vampires and Splugorth, a known True Atlantean will be targeted above all others, and if either group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction.
• Corruption: Many of the entities a Shifter might bring forth (with summon ally) or contact seek to corrupt him . Each time the Game Master decides the Shifter has summoned or consorted with a corrupt or evil being, she may call for an opposed Spirit check between the being and the Shifter. If the being wins, the Shifter gains a point of Corruption. Future Spirit contests with similar beings suffer a penalty equal to the Shifter’s current Corruption . When a Shifter gains a number of Corruption points equal to half his Spirit die type (rounded up), he becomes a slave to darker external powers (and is no longer a playable character) .
• Cybernetics: Such tech creates havoc for the flow of energy a Shifter relies upon, imposing −1 to the Shifter's Spellcasting rolls for each point of Strain .
• Disconnected: Consorting with things alien, dark and strange affects Shifters, making their speech patterns and mannerisms seem "off" to most people. They have a −1 Persuasion penalty in social situations involving those not immersed in the occult.
• Enemies: Shifters frequently provoke a hostile reaction, even among those who are typically tolerant of most casters . Shifters who swear fealty to a power opposing Lord Dunscon will likely find the True Federation hostile as well.
• Power Activators: Shifters must be able to gesture and have the power of speech to cast spells. If Entangled, Bound, silenced or otherwise muted they can't activate new magic powers.